In Mulan, this is the portrayal of the Huns. They’re a mass of bloodthirsty barbarians with no redeeming qualities, invading and pillaging China for the sake of doing so, and those few that aren’t faceless mooks are thoroughly evil monsters who engage in one dog-kicking after another. They’re even drawn in a distinctly inhuman way, with eyes with black “whites” and yellow scleras, and claws on the tips of their gloves. Even their horses look evil!

Orcs are The Horde by nature and will form bandit gangs on their own, but Sauron is able to beat them into a more disciplined army. His Orcs are "officially" known by numbers rather than names, have rules for processing prisoners found sneaking into Mordor, and are forced to work along with Mordor's various client states as part of The Empire.

The Reynard Cycle: One of the many reasons that Vulp Vora is so dangerous is due to it being inhabited by the Chimera, who breed to the point where they must expel a portion of their population in this fashion. Their "neighbors" the Calvarians build their fortresses near choke points in order to defend themselves against these.

The series also has the Dothraki, generally well done Expys of the Mongols.

The Ironborn consider raiding and pillaging a way of life, and for generations were a bane to the rest of the Seven Kingdoms.

The nomad tribes in the Warworld series (part of the CoDominium setting) fill this role towards the settled farming societies. The HaBandari and the Saurons manipulate the nomads strategically, driving them back and forth across the steppe into each others' territories. In Blood Vengance when some of the allied tribes slip past the Sauron Citadel into the undefended Shangri-La Valley, one of the Bandari compares them to packs of ravenous wolves and the valley's unarmed farmers as sheep.

The Mongols in the Conqueror books, a rare case of The Horde being the protagonists. The Tartars in the first book might also qualify, making it a case of Horde vs Horde.

The Shas-ga in Mikhail Akhmanov's The Sword above the Abyss are nomadic barbarians from planet Ravana (AKA Inferno), who roam the barren steppes north of an impassable mountain range on the Western continent. While normally divided into tribal groups called Hearths, they are now united by a powerful leader called Grey Trumpeter (a title, not a name, kind of like Genghis Khan), who has managed to find a passage through the mountains to the more temperate southern lands. The Shas-ga are cannibals and often kill their own women and children for food and as sacrifices to their gods. Their warriors ride on massive ox-like beasts with a nasty temper. Now that they have crossed the mountains, their enormous horde (about 30,000 warriors, which is big number on Ravana, whose population is small) threatens to wipe out the much more civilized cultures on the southern part of the continent, unless the disparate Kjoll barons, the eastern trade towns, and even the southern barbarians join together to meet this threat.

In New Jedi Order, the Yuuzhan Vong start out as a space-faring version of The Horde. After taking Coruscant midway through the series and becoming the galaxy's dominant political power, they morph into The Empire.

Nicely Averted in many of David Drake's books — as a student of Byzantine history, he takes pains to explain that chroniclers ALWAYS wrote up defeats as being at the hands of INSANE numbers of enemies rather than the truth: that the horde was always highly skilled and highly mobile combat pragmatists who outfought the clumsier "career military" of civilized nations.

The first is the Canim, nine-foot wolfmen who are a Proud Warrior Race and occasionally launch raiding parties at Alera from across the sea. Ultimately subverted in that the horde-like Canim are actually the Raiders, a nonprofessional militia drawn from the Canim's civilian caste. The actual warrior-caste Canim, who rarely come to Alera in large numbers, are at least as disciplined, organized, and professional as their Aleran legion counterparts, and most have a lot more experience since Canim can live for centuries.

The second is the Marat, who live on the neighboring continent and occasionally launch massive hordes through the neighboring isthmus. It is one of these raids that leads to the start of the series fifteen years prior, and an actual horde attack occurs at the climax of the first book.

Both are deconstructions of the trope, though. They have sympathetic motives and are willing to meet the protagonists halfway, eventually even allying to take on a much bigger horde:

The third is the Vord, a shapechanging, zerg-shout-out army of insectoid horrors that sweeps most of the continent, which is played as a much straighter example than the first two.

Trollocs in the Wheel of Time are bio-engineered horrors built by the forces of the Dark to fight the Light in the last cataclysmic war between light and dark in the world's cyclic history.

The Aiel tend to be viewed as this, particularly in Cairhein, though they're actually Proud Warrior Race Guys. And girls.

Harry Harrison's Deathworld 3 (originally published as The Horse Barbarians) has Jason invite some of the Pyrrans to help colonize the mineral-rich planet Felicity, a Lost Colony. Unfortunately, the mining efforts are being thwarted by Mongol-like tribes of nomads who roam the steppes of the plateau covering a large chunk of the planet's only continent. Due to their beliefs, any permanent structure is deemed as evil and must be destroyed along with those who have perpetrated this deed. Naturally, this goes against any plans to mine resources on Felicity. The normally warring tribes have banded together under the banner of Temujin, who has vowed to keep their traditions and destroy the otherworlders who violate their rules. Jason infiltrates the horde as a Wandering Minstrel from a tribe that has yet to join and manages to get close to Temujin. However, the chief figures out that Jason is lying and throws him into a pit. Jason survives and finds out that the fertile lowlands are home to an agrarian culture. He comes back as a "spirit" to Temujin and leads him on a great crusade to destroy the lowland offenders and even teaches the nomads some of their technology, such as gunpowder. At the end, the fate of the nomads directly mirrors that of the Real Life Mongols. After conquering the lowlands, they start enjoying the luxuries of sedentary life and abandon their traditions. Temujin realizes this but can't undo what was done. The plateau is abandoned, and the Pyrrans are free to mine it.

The Lost Regiment series has the Tugars, 10-foot-tall hairy man-eating Mongol Expys, who are engaged in an unending journey around their world (which lacks oceans), feasting on the various human peoples who have been brought there by a Negative Space Wedgie before moving on, expecting the population of the "cattle" to replenish before their next circle. They ride vicious horse-like beasts (with two rows of sharp teeth) and demand that the human nations pick a certain number of their people to sacrifice. Later books reveal other hordes (the Merki and the Bantag) making the same circle around the world but at different latitudes. They belong to the same species but are warring with one another over territory and food. The Bantag also have 20th-century-level technology.

In the Malazan Book of the Fallen, the Pannion Domin is an aggressive, theocratic empire that employs two main military forces. Their main army is composed of well-ordered legions. Their other force, the Tenescowri, fits here instead. The peasant conscripts of the Domin, the Tenescowri have minimal training and organization and are given no supplies at all from their superiors, including food. This leaves them starved into a state of near madness and they're perfectly happy to charge even the most well-defended enemy positions in the hopes of getting food by looting or other means. They're not very effective individually, but since the Domin can field hundreds of thousands of them from conquered territory, they don't have to be. They serve the main army well as cannon fodder... and emergency rations.

Somewhat subverted in Eberron, where two different Hordes (the monsters of Droaam and the goblinoids of Darguun) have settled down and are trying to become The Empire, with varying degrees of success. Darguun is actually a former Empire trying to get back on its feet after a demonic invasion - in a major departure from expectation, they were in no way responsible for said invasion, and went a long ways in preventing its recurrence. There is also Valenar, a nation created by Mongol-esque elven mercenaries, which plays things a bit more straight.

The Greenskins (a.k.a. Orcs and Goblins) take to this trope more than any other race. They’re an entire species of vicious Blood Knights who live only to fight and are just barely advanced enough to fashion crude weapons and “tame” large, nasty animals for war. The closest to organized they get is when a particularly nasty warlord can force a bunch of tribes together into a giant Waaagh! and head on a bloodthirsty rampage towards the nearest civilization.

The Beastmen, savages who live to tear down every scrap of civilization they can find out of spiteful, semi-religious hatred, on those rare occasions they can organize from scattered, animalistic warbands into army-sized, animalistic mobs.

The Ogres are usually not this trope — they have their own kingdoms in the mountains — but they’re more than happy to form the Horde if they want food and weapons and their usual ways of getting it as payment for mercenary work are too slow.

The Marauders of Chaos, Daemon-worshipping mutant barbarians seeking to burn civilization to the ground in the name of their dark gods.

The Skaven, who pour from their sprawling underground warrens like a tide of vermin, overwhelming their enemies through sheer numbers of Battle Thralls, the brute force of twisted Rat Ogres, overwhelming gunfire, and foul sorcery-bred plagues.

Certain ChaosSpace Marine warbands, usually the ones that worship Khorne. The rest maintain the ordered, regimented structure of the Astartes too much to be this trope.

Most non-Traitor Marine Chaos armies — a.k.a. the Lost and the Damned — whether savage pirate fleets, hordes of twisted mutants, shambling tides of festering plague zombies, vast mobs of corrupted peasants, or whatever else, are very good matches for this trope, swamping their enemies through wave upon wave of expendable mutants and cultists backed by Chaos sorcerers, monstrous Eldritch Abominations and the occasional Traitor Marine warband.

The Tyranids, a seething mass of living weapons whose sole goal is to land on a planet, eat everything on it, use those resources to create more living weapons, and then repeat the process. Their favored tactic is to throw unending waves of small creatures at something until it proves that it requires a more powerful creature to kill.

GURPS Mass Combat is designed to simulate hordes of fighters on both sides. The first example given in 4th edition rules is ninjas that jump off dragons and float to the ground on giant kites.

The Sub-Demon race known as Brodkil often carry this role in Rifts North America, but there are also plenty of human bandits such as the Pecos Empire. The Southern half of South America is commonly beset by a race known as the Larhold, the Japanese Oni have made a comeback, and the Hourne Pirates ensure that the seas aren't safe, either. But in Soviet Russia, the Hordes civilize you! The ten Warlords and their armies of Cyborg soldiers hold most of the power.

The Vargr in Traveller are stereotyped as this; though they're capable of building starships that requires a great deal of organization and can form city-states and nations, they're still prone to far more instability then humans.

The Clans of BattleTech can seem like this at first glance, but unlike most examples they're more technologically advanced than the Kingdoms and Empires of the Inner Sphere. Largely because the Inner Sphere nuked themselves back to the 20th century after the Star League broke up while the Clans are descended from the Star League's self-exiled military and adopted a form of ritual warfare that minimized damage to their infrastructure and scientist and technician castes. Their objective when they invaded was actually to rebuild the Star League, under the rule of their Social Darwinist Warrior caste. As is, some of the Clans managed to carve out small empires, such as the Ghost Bear Dominion, Raven Alliance, Clan Protectorate (Sea Fox and Nova Cat remnants), and Wolf Empire.

There are, however, factions antagonistic to both the Horde and the Alliance that fit the trope much better. The Undead Scourge, the aforementioned Burning Legion, the minions of the Old Gods, and several offshoots of the orcish Horde who cling to warmongering for warmongering's sake: Rend Blackhand's Dark Horde, the Fel Horde on Outland who still bear the curse of demonic blood, Garrosh Hellscream's attempt to ban the 'lesser races' and create an orc-only True Horde, and, as of Warlords of Draenor, also the Steam PunkIron Horde that comes invading Azeroth from a parallel timeline.

In the new Mists of Pandaria expansion, there is a group of anthropomorphic yaks, known as the Yaungol, who you can probably tell are based off the Mongols. They fight much like them as well, as a ruthless horde.

Gray Mann's robots in Team Fortress 2 spawn in large swarms in the Mann Vs Machine game mode. Taken Up to Eleven (or should we say, Up To 666) with the Ghost Town Halloween Event, where the aptly named Wave 666 consists of 911 robots and 9 tanks, and additional Spies and Snipers which spawn for as long as you play, potentially bringing the total to well over a thousand.

The Darkspawn in Dragon Age come swooping down on the human kingdoms every few centuries. And swooping is bad.

The Sha'ahoul in Siege of Avalon, a nomadic race of human/orc hybrids who believe that any permanent structure or farming is harming the world of Eurale and must be destroyed. Imagine their surprise when one fine day they stumble on the seven kingdoms, who do all that and more. They gather a massive horde and attack. The kingdoms' only hope is the fortress of Avalon, the only thing that stands in the way of the Sha'ahoul. The horde's leader Mithras is determined to raze the offending structure and starts the titular siege.

Though Caesar's Legion of Fallout: New Vegas styles itself as a post-apocalypticRoman Empire, Caesar will privately admit that his forces are closer to the Gallic barbarians than true Legionnaires. Hence his interest in the titular city, a New Rome that will provide a proper capital for his empire.

In Thera, a Medieval II: Total War mod, a number of factions qualify. The Uruk Dominion is made up of various bestial races once enslaved by the Romuli, including the titular Uruks, the canine Lykan, and fish/lizard-like Reptarri - the faction has limited access to cavalry and siege units, but their infantry are Lightning Bruisers with huge charge bonuses. The Kukulcan empire is a Mesoamerican themed version of this, consisting of many tribes united by their worship of the savage god Kukulcan and their hatred of everybody else, especially the white man who has turned up on Mesocalan shores, with plenty of Human Sacrifice to boot. The Gaelic Nations are again a human version centred around Scottish, Irish and general Celtic barbarian tribes, with hordes of screaming warriors with big swords and covered with woad... occasionally nothingbutwoad.

There was a horde of monsters living out in the Gerudo Desert in Hyrule Warriors, largely content to mind their own business... until a freshly resurrected Ganondorf showed up, beat the everliving crap out of some to them and declared the survivors worked for him now.

Drowtales has the Nidraa'chal, who actively employed demons to possess commoners for Cannon Fodder while fighting the Val'Sharen. There's also the Black Sun, a group of tribes that subsist by raiding cities and settlements, and operate similarly to Mongol hordes in the sense that they are heavily decentralized and will absorb captured enemies into their ranks, and several Black Sun tribes will band together for particularly tough fights.

Troll civilisation in Homestuck is like this — all adult trolls, all of whom are conscripted into the military, have been banished from the troll homeworld in order to conquer planets for their Empress, which they do so with brutal efficiency. The troll homeworld is used exclusively for raising baby trolls to adulthood, and the children are encouraged to kill and deceive one another to survive. The kids' antics look pretty dark to us viewers, until we discover through Mindfang's diaries what kind of horrible lives adult trolls are expected to live, casting their actions in an altogether more innocent light.

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In The Gamer's Alliance, four demon hordes, led by their respective dukes and duchesses, settle into Yamato after the Cataclysm and scheme against one another.

The Drifalcand in Guts and Sass: An Anti-Epic are an unorganized, pantheistic, (heterosexually) orgiastic invading horde who conceive of conquer as an end, not a means. They're kind of like a human natural disaster: they destroy, they move on.

Though the victims of a real world raiding culture will perceive their attackers as this, it should go without saying that people like the Vikings or Mongols were more complicated than The Horde.

The Mongols were actually more organized and disciplined than popular portrayals tend to show them to be, part of why they won so many battles. Not that it was any comfort to their enemies, since they had a very mobile army and looked larger than they were because several reports came into their enemies headquarters from different places at the same time. Each warrior also had two or three horses so that he could switch between them for long journeys and not exhaust them, making the army look much larger. And once they were done conquering, the Mongols ended up one of the world's largest empires.

The word "horde" comes from Mongolian ordo/orda/ordu/ordon, and originally referred to a tent or campsite; it became associated with the modern connotations of "horde" thanks to the Mongol armies making frequent use of mobile camps during campaigns.

The Vikings of course did not spend all of their time a-viking, and were capable of living as peaceful a home life as anyone else in medieval Europe. It should also be noted that in some cases the Vikings had better hygiene than the people they were raiding. The Vikings, in fact, bore ultimate responsibility for bringing Europe into the modern age; they settled all around the Continent and on most islands, and their advances in seafaring ultimately connected Europe through trade. And as a matter of fact, the most commonly accepted etymology for the word "viking" is that it originally meant a short trip and became a euphemism for a (typically seaborne) raid. A Viking, to the Scandinavians of the "Viking Age", was therefore basically a raider of any ethnicity (one famous band of Vikings in the sagas, the Jomsvikings, was based in what is now Northern Germany), whereas non-raiding Scandinavians wouldn't have been referred to as Vikings.

Common perceptions on the infamous /b/ seem to veer into this territory, particularly when the Wretched Hive shuts down.

Nazi Germany worked very successfully to portray the Red Army as this from the first day of the German invasion of the USSR in World War II. In the first six months, it worked to Germany's interests to portray their setbacks and failures as being the result of a ruthless Soviet Scorched-Earth strategynote No fields were actually burnt or poisoned and no-one's food was stolen, the formal adoption of the term 'scorched earth strategy' being entirely nominal. The strategy actually concerned railway infrastructure, bridges, and power generators. Some dozen million not killed by the fighting and anti-partisan actions did die in the German-occupied areas, but only as a result of German forces taking food and clothing and shelter from them and Endless Asiatic Hordes overwhelming The Superior Germanic Ubermensch with the sheer weight of their depravity, bestial bloodlust, and numbers. The emphasis on the 'Endless' part was partly because Soviet strategic reserves really were larger than German ones (largely due to WWI-losses and willingness to use women in the economy and military), but also because the Germans simply refused to believe that the Soviets could do something so sophisticated as carefully husbanding their resources and concentrating their only-slightly-greater numbers at several critical points. Some post-war memoirs, such as those of the infamous Erich von Manstein, seriously claim that the Soviets had them outnumbered by ten-to-one in late 1942 when in fact Soviet numerical superiority at the time was barely 2:1 (his lesser-known subordinate Friedrich von Mellenthin didn't speculate on exact ratios but was also firmly convinced of a greater ratio than the real one). Invoking the trope one last time, during the endless retreats of 1942-5 many German officers justified their Scorched-Earth tactics in the occupied Soviet Union by claiming that the Soviets would have stolen all the food and clothing and destroyed all the homes of their own people if the Germans hadn't done it first.

And of course one must take into account the fact that Nazi Germany itself seemed to be this for any country it invaded. Especially in the early years of the war when they experienced great success and were rampaging across most of Europe, from France to Norway and the East.

Any invading army looks like the Horde if you are in the way.

The Huns are a straight example. They seek out other kingdoms and cities to loot and pillage.

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